﻿using GraphProcessor;
using IQIGame.Onigao.Logic;
using UnityEngine.Serialization;

namespace IQIGame.Onigao.GamePlay.Editors
{
    [System.Serializable, NodeMenuItem(SkillEditorConst.Trigger + "/" + SkillEditorConst.SkillDamageTempModify, typeof(SkillEditorGraph))]
    public class SkillTriggerNode_SkillDamageTempModify : SkillTriggerNode
    {
        protected override ESkillTriggerType type => ESkillTriggerType.SkillDamageTempModify;

        [Output("技能修正数据")] public SkillEffectiveAction_ParamCorrect correct;
        
        public ETargetRelation attackerRealtion;
        public ETargetRelation defenderRealtion;
        public ESkillType skillType;
        public EDamageType damageType;
        public int skillTag;

        protected override SkillCustomConfig CreateConfig()
        {
            return new SkillTrigger_SkillDamageTempModify_ConfigData()
            {
                attackerRealtion = (int)this.attackerRealtion,
                defenderRealtion = (int)this.defenderRealtion,
                skillType = (int)this.skillType,
                damageType = (int)this.damageType,
                skillTag = this.skillTag,
            };
        }
    }
}